Wagering game on advancing tokens with individual advancement

ABSTRACT

A wagering game that allows a player to wager on a chosen token selected from at least two tokens. A particular token is advanced on a playing field according to a random number generator and additional bets can be placed. Advancing individual tokens according to a random number generator continues until one of the tokens has reached a finish line on the playing field. Wagers are resolved based on the token that has reached the finish line first (won) as well as positions of losing tokens.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is related to U.S. Pat. No. 7,294,054, which isincorporated by reference herein in its entirety.

FIELD OF THE INVENTION

The present inventive concept relates to a wagering game that allows aplayer to wager on which of at least two advancing tokens will reach afinish line first.

DESCRIPTION OF THE RELATED ART

Wagering on horse-races is well known. In a horserace, all of the horsesadvance simultaneously.

U.S. Pat. No. 7,294,054, entitled, “Wagering method, device, andcomputer readable storage medium, for wagering on pieces in aprogression,” describes a wagering game wherein pieces are iterativelybet on and moved simultaneously, until the game ends.

SUMMARY OF THE INVENTION

It is an aspect of the present general inventive concept to provide awagering game with exciting betting options.

The above aspects can be obtained by a method that includes (a)receiving an initial wager from a player on a chosen token out of two ormore participating tokens starting in a starting position; (b)activating a random number generator to determined a particular token toadvance; (c) advancing the particular token on a playing field; (d)determining if at least one of the two or more participating tokens hasreached a finish area on the playing field, and if not, then continuingthe activating and advancing, until at least one or more of the two ormore available tokens has reached the finish area; and (e) if at leastone of the two or more participating tokens has reached the finish area,then determining if the chosen token is a winning token which has firstreached the finish area, and if so, then paying the initial wager,otherwise taking the initial wager.

These together with other aspects and advantages which will besubsequently apparent, reside in the details of construction andoperation as more fully hereinafter described and claimed, referencebeing had to the accompanying drawings forming a part hereof, whereinlike numerals refer to like parts throughout.

BRIEF DESCRIPTION OF THE DRAWINGS

Further features and advantages of the present invention, as well as thestructure and operation of various embodiments of the present invention,will become apparent and more readily appreciated from the followingdescription of the preferred embodiments, taken in conjunction with theaccompanying drawings of which:

FIG. 1A is a drawing illustrating an initial stage of a wagering game,according to an embodiment;

FIG. 1B is a drawing illustrating a second stage of a wagering game,according to an embodiment;

FIG. 1C is a drawing illustrating a third stage of a wagering game,according to an embodiment;

FIG. 2A is a drawing illustrating a fourth stage of a wagering game,according to an embodiment;

FIG. 2B is a drawing illustrating a fifth stage of a wagering game,according to an embodiment;

FIG. 2C is a drawing illustrating a sixth stage of a wagering game,according to an embodiment;

FIG. 3A is a drawing illustrating a seventh stage of a wagering game,according to an embodiment;

FIG. 3B is a drawing illustrating an eighth stage of a wagering game,according to an embodiment;

FIG. 3C is a drawing illustrating a ninth stage of a wagering game,according to an embodiment;

FIG. 4A is a drawing illustrating a tenth stage of a wagering game,according to an embodiment;

FIG. 4B is a drawing illustrating an eleventh stage of a wagering game,according to an embodiment;

FIG. 5 is a flowchart illustrating a method to implement a wageringgame, according to an embodiment;

FIG. 6 is a drawing of an exemplary table layout to implement a wageringgame, according to an embodiment;

FIG. 7 is a drawing of a second exemplary table layout to place mid-gamewagers, according to an embodiment;

FIG. 8 is a drawing illustrating using poker hands formed of varyingnumbers of cards, according to an embodiment; and

FIG. 9 is a block diagram of hardware that can be used to implementmethods described herein, according to an embodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Reference will now be made in detail to the presently preferredembodiments of the invention, examples of which are illustrated in theaccompanying drawings, wherein like reference numerals refer to likeelements throughout.

The present invention relates to casino games which advances two or moretokens (or pieces) from a starting point to a finish line. The player(s)wager on which token they think will reach the finish line first. Ateach stage in the game, a random number generator is used to determine aparticular token to advance. The particular token is advanced while theremaining tokens are not advanced. Wagers can again be taken from theplayers on which token the players think will reach the finish linefirst. Then the random number generator is used again to advance anothertoken, and so on, until a token reaches the finish line. Then, wagersare resolved according to the winning token. Additional wagers can alsobe placed/resolved based on positions of the non-winning tokens at theend of the game.

An example game will now be presented to illustrate one exampleoperation of the game, according to an embodiment.

FIG. 1A is a drawing illustrating an initial stage of a wagering game,according to an embodiment.

The game can begin as illustrated in FIG. 1A, which shows a playingfield of two participating tokens (tokens that have the ability toadvance). In other variations of the game, any number of tokens can beused. Shown are two tokens, a “top” token and a “bottom” token in astarting position at a starting point (also referred to as startingline, number 0). Also, in other variations of the game, any number ofpositions on the playing field can be used. While the playing fieldshown in this example has five positions (a starting position, threeintermediate positions 1, 2, 3, and a finish position) it can beappreciated that any number of positions can be used. The more positionsused, the longer the typical game would be expected to take to complete.

Initial wagers can also be accepted at this point. For example, theplayer bets $5 that the top token will win, by placing a $5 chip(redeemable for cash) on a respective betting circle on a gaming table.

FIG. 1B is a drawing illustrating a second stage of a wagering game,according to an embodiment.

In this example, the random number generator is a deck of cards(although of course any other type of random number generator can beused). A card is dealt for the top token and a card is dealt for thebottom token, and the higher card is the token which is selected toadvance. In this example, suits do not matter. If the two cards tie,then neither token is advanced.

The top token is dealt a 9-hearts and the bottom token is dealt a6-diamonds. Since the 9 is higher than the 6, the top token “wins” therandom number generator advancing and is selected to advance.

FIG. 1C is a drawing illustrating a third stage of a wagering game,according to an embodiment.

Shown is the top token advancing to a next point in the linear playingfield, based on the results illustrated in FIG. 1B wherein the top tokenreceived the higher card.

FIG. 2A is a drawing illustrating a fourth stage of a wagering game,according to an embodiment.

A new set of cards is dealt as the game continues. The top card is aking-clubs while the bottom card is a 2-spades. Since the king is higherthan the 2, the top token advances again. Note a standard deck ofplaying cards can be used, which can be ranked according to standardcard ranks as known in the art.

FIG. 2B is a drawing illustrating a fifth stage of a wagering game,according to an embodiment.

Based on the result in FIG. 2A, the top token is advanced again to the“2” position while the bottom token remains at the starting point(position “0”).

FIG. 2C is a drawing illustrating a sixth stage of a wagering game,according to an embodiment.

A new set of cards is dealt again. The top card is seven-hearts and thebottom card is eight-hearts. Since the bottom card is higher, the bottomtoken is selected to advance.

FIG. 3A is a drawing illustrating a seventh stage of a wagering game,according to an embodiment.

The bottom token is advanced based on the results dealt in FIG. 2C. Now,the top token is in the “2” position and the bottom token is in the “1”position. The player can place another wager if the player wishes onwhich token will reach the finish line first. Of course, the top tokenwould have a lower payout then the bottom token since the top token hasa higher probability of reaching the finish area first.

FIG. 3B is a drawing illustrating an eighth stage of a wagering game,according to an embodiment.

Two new cards are dealt, the top card is a jack-hearts and the bottomcard is a 7-spades.

FIG. 3C is a drawing illustrating a ninth stage of a wagering game,according to an embodiment.

Since the jack is higher than the seven, the top token is advanced tothe next position, which is the “3” position.

FIG. 4A is a drawing illustrating a tenth stage of a wagering game,according to an embodiment.

The top token is dealt an ace-spades while the bottom token is dealt athree-diamonds.

FIG. 4B is a drawing illustrating an eleventh stage of a wagering game,according to an embodiment.

Since the ace is higher than the three (according to the embodimentimplemented, ace is high, but in other embodiments, it can be consideredlow), the top token is advanced and reaches the finish line (also knownas “finish area” or position “4”). Since one of the tokens has reachedthe finish line, the game is now over.

Since the player wagered $5 on the top token, the player has won and theplayer receives a payout (e.g., an even money payout or a payout usingother odds). If the bottom token had won (reached the finish line first)instead of the top token, then the player would lose the player's $5wager on the top token.

FIG. 5 is a flowchart illustrating a method to implement a wageringgame, according to an embodiment.

The method can begin with operation 500, which receives initial wagersfrom the player. This can be done by the player placing chips onrespective betting circle(s) representing wagers that the player wishesto wager on.

The method can proceed to operation 502, which activates the randomnumber generator. Any type of random number generator can be used, suchas cards, dice, a wheel, an electronic random number generator whichdisplays a particular random token to advance, etc. Typically, eachtoken would have an equal chance of advancing, although in anotherembodiment some tokens may have a higher or lower probability ofadvancing than other tokens.

From operation 502, the method proceeds to operation 504, which advancesthe token selected to advance by the random number generator inoperation 504.

From operation 504, the method proceeds to operation 506, whichdetermines whether the game is over. This can be done by comparing alltokens to see if any token has reached the finish line. If a token hasreached the finish line, then the game is over, otherwise the gameshould continue.

If the game is determined to not be over in operation 506, then themethod proceeds to operation 508, which receives additional wager(s)from the player. This operation is optional, as the player may not berequired to place additional wager(s) unless the player wants to. Theplayer can continue to place a wager on which token the player thinkswill reach the finish line first. From operation 508, the method returnsto operation 502 which continues the game.

If operation 506 determines that the game has ended, then the methodproceeds to operation 510, which resolves all wagers. Winning wagers arepaid by the house (e.g., the dealer) at their respective payouts whilelosing wagers are taken by the house (e.g., the dealer).

FIG. 6 is a drawing of an exemplary table layout to implement a wageringgame, according to an embodiment. This layout are intended for use in a5 position game (start, three middle positions, and end), although ofcourse it can be tailored to accommodate any other number of positionsas well.

A top playing field 600 for a top token (not pictured) is shown as wellas a bottom playing field 602 for a bottom token (not pictured). Inother embodiments, a single playing field can be used wherein multipletokens are all placed on the single field. For example, multiple tokenscan all be placed and advanced on merely the top playing field,obviating the need for more than one playing field. Ideally, tokensshould be of a different appearance (shape, color, etc.) to make it easyto differentiate between tokens.

A top wins betting circle 610 is used to receive wagers by the playerthat the top token will win (regardless of the position of the othertoken). A top wins bottom=0 betting circle 612 is used to receive wagersby the player that the top token will win while the bottom token ends onthe 0 (start) position. A top wins bottom=1 betting circle 614 is usedto receive wagers by the player that the top token will win while thebottom token ends on the 1 position. A top wins bottom=2 betting circle616 is used to receive wagers by the player that the top token will winwhile the bottom token ends on the 2 position. A top wins bottom=3betting circle 618 is used to receive wagers by the player that the toptoken will win while the bottom token ends on the 3 position.

A bottom wins betting circle 620 is used to receive wagers by the playerthat the bottom token will win (regardless of the position of the othertoken). A bottom wins top=0 betting circle 622 is used to receive wagersby the player that the bottom token will win while the top token ends onthe 0 (start) position. A bottom wins top=1 betting circle 624 is usedto receive wagers by the player that the bottom token will win while thetop token ends on the 1 position. A bottom wins top=2 betting circle 626is used to receive wagers by the player that the bottom token will winwhile the top token ends on the 2 position. A bottom wins top=3 bettingcircle 628 is used to receive wagers by the player that the bottom tokenwill win while the top token ends on the 3 position.

For example, if the top token wins (reaches the finish line first), thenbetting circles 620, 622, 624, 626, and 628 all lose. Betting circlewould 610 always win and one out of betting circles 612, 614, 616, and618 would win depending on the position of the bottom token.

Similarly, if the bottom token wins (reaches the finish line first),then betting circles 610, 612, 614, 616, and 618 all lose. Bettingcircle 620 would always win and one out of betting circles 622, 624,626, 628 would win depending on the position of the top token.

For example, if the player bets on the top wins bottom=1 betting circle614, and the top token ends up winning while the bottom token happens toend on the 1 position (such as illustrated in FIG. 4B), then this wagerwould win. If the player bet on the top wins bottom=1 betting circle 614but the bottom token was not on the 1 position then this wager wouldlose.

Of course, FIG. 6 illustrates one example of a betting circle layout,and it can be appreciated that other layouts of betting circles can beused as well.

Table I below illustrates one example of a paytable that can be usedalong with the betting circles in FIG. 6. Of course these payouts arejust an example, and no representation is made that these payouts shouldbe used for real wagering situations.

TABLE I Top wins 9:5 Top wins/bottom = 0 4:1 Top wins/bottom = 1 3:1 Topwins/bottom = 2 2:2 Top wins/bottom = 3 3:2 Bottom wins 9:5 Bottomwins/top = 0 4:1 Bottom wins/top = 1 3:1 Bottom wins/top = 2 2:2 Bottomwins/top = 3 3:2

In a further embodiment, a side wager can be accepted before the gamestarted (e.g., in operation 500) on how many ties that will occur duringplay of the game. A tie occurs when two tokens share the same point inthe playing field (not including the start of the game). For example, inthe example game presented in FIGS. 1-3, no ties occurred, because theposition of each token was always different at each step of the way.However, in FIG. 2A, if the bottom token received the higher card, thenthe bottom token would advance to the “1” position, tying the top token.This would count as one tie. As the game progresses, the number of tiesthat occurred is tabulated. This can be bet on in numerous ways.Individual side bets can be offered (with respective payouts), forexample no ties, one tie, two ties, etc. If the player bets on one tie,and exactly one tie occurs, then the player wins the wager, otherwisethe player loses. In an alternative methodology, a single side bet canbe offered which offers a variable payout based on a number of ties. Forexample, Table II illustrates exemplary payouts for a side bet based ona number of ties that have occurred in the game. Table II is just anexample, and representation is made that the payouts therein should beused for actual wagering purposes.

TABLE II Ties payout 0-1 0 (bet loses) 2 1:1 3 3:1

When two cards are dealt which have the same rank, this can be handledin numerous matters. The high card can be determined by a rank of suits(e.g., a five spades beats a five hearts) or alternatively the tokenscan tie in this case and not be advanced. This type of tie, depending onthe embodiment, may or may not count as a tie for purposes of the tieside bet described above. If identical ranked cards count as a tie, thenan infinite (in theory) number of ties could possibly occur during agame. If it is not possible for a token not to advance based on therandom number generator, then the number of ties possible equals thenumber of positions on the playing field (not including the start andend positions).

In a further embodiment, the random number generator can also cause atoken to go in the reverse direction. For example, a token can berandomly identified to move, and a direction (forward or reverse) can berandomly chosen. If a token is on the start position, then if it isinstructed to reverse by the random number generator it wouldnevertheless remain on the start position. If tokens can move in bothdirections, then an infinite number of ties can occur (in theory).

Wagers can be accepted during the game (after the first activation ofthe random number generator but before the game is over). Of course,depending on positions of the tokens mid-game, the payouts on mid-gamewagers are adjusted accordingly.

FIG. 7 is a drawing of a second exemplary table layout to place mid-gamewagers, according to an embodiment. This layout can also be used toplace initial wagers as well (in operation 500). These layouts areintended for use in a 5 position game (start, three middle positions,and end), although of course it can be tailored to accommodate any othernumber of positions as well. Mid game wagers can be placed, for example,during operation 508.

A bottom wins mid-game betting area 700 can be used. The bottom winsmid-game betting area 700 comprises individual betting circlesrepresenting different mid-game situations. A bet placed on any of theseindividual betting circles pays off when the bottom token wins and loseswhen the top token wins. A bet is only allowed to be placed on theindividual betting circle corresponding to the current game conditions.The “top” column represents positions of the top token, and the “bottom”row represents positions of the bottom token.

For example, a bet placed in the upper left circle (top=0; bottom=0) isa bet made when both tokens are in the start position (before the gamehas actually begun). This bet, according to the 0/0 betting circle, hasan even money payout of 1:1. This betting circle cannot be used once atoken has moved from its initial position, since the initial position ofthe tokens will no longer be 0/0.

As another example, the upper right betting circle in the bottom winsmid-game betting area 700 can only be used when the bottom token is onposition three and the top token is on position 0. The payout indicatedinside the upper right betting circle in the bottom wins mid-gamebetting area is 1:4. This is because the bottom token is one positionaway from the finish line, while the top token has not even moved yet.Thus, the bottom token has a higher probability of winning than the toptoken and thus the payout is only 1:4 (which is less than even money).

As yet another example the betting circle on the bottom row in thesecond column (marked ‘1’) shows a payout of 3:1. This betting circlecan only be used when the top token is on the third position and thebottom token is on the first position. The payout is 3:1 because it isunlikely that the bottom token will win since the top token is ahead ofthe bottom token by two positions.

A top wins mid-game betting area 702 is used to bet that the top tokenwill win. Thus, a bet placed in any of these circles will win if the toptoken wins and will lose if the top token loses. Otherwise, themethodology is similar to the methodology described with respect to thebottom wins mid-game betting area 700.

A player may wish to have wagers on betting circles in both bettingareas 700, 702. The player may wish to do this in order to hedge his orher wagers. For example, if the player makes a 1:1 wager on the start ofa game on the top token to win (using the top wins mid-game betting area702) for $10, and then the game progresses so that the top token is inposition 3 and the bottom token remains in position 0. The player cannow place a $5 wager on the bottom token to win using the bottom winsmid-game betting area 700 on the first column, bottom row (lower leftcircle) which shows a payout of 4:1. Now the player has placed himselfor herself in a no-lose situation. This is because if the top tokenwins, the player wins $10 on the initial wager, loses the $5 secondwager, but still makes a net profit of $5. If the bottom token wins,then the player wins $20 on the second wager, loses the $10 initialwager, for a net profit of $10.

The random number generator illustrated in FIGS. 1A-4B used a singlecard for each participating token and the token with the highest rankedcard advanced. In another embodiment, each card for each token canremain and an additional card can be dealt for each token at each stagein the game. Poker hands can be formed from these cards and the tokenwith the highest ranking poker hand can advance.

All of the methods described herein can also be implemented on anelectronic gaming machine or a home computer. All of the methodsdescribed herein can also be offered in online form which comprisesusing a server to serve the game to client computers over a computercommunications network such as the Internet.

FIG. 8 is a drawing illustrating using poker hands formed of varyingnumbers of cards, according to an embodiment. The following example isjust a random example in order to illustrate the concept.

At a start of a game, a single card can be dealt to a top token (notpictured) and a bottom token (not pictured). A first top hand 800 forthe top token is a jack-hearts and a first bottom hand 802 for thebottom token is an eight-diamonds. According to convention card rankings(as in the embodiment illustrated in FIG. 1), jack is a higher rankthank eight, thus the top hand has a higher rank than the bottom hand.Thus, the top token would advance.

In the next stage, an additional card is dealt for each token while theprior cards are not removed. A three-clubs is dealt to a second top hand804 while a 6-spades is dealt to a second bottom hand 806. Thus, thesecond top hand 804 comprises jack-hearts/three-clubs, and the secondbottom hand 806 comprises eight-diamonds/six spades. According tostandard poker rankings, the top hand has a higher rank of jack highthan the bottom hand which has a poker rank of eight high. Thus, the toptoken would advance.

In the next stage, an additional card is dealt for each token while theprior cards are not removed. A two-spades is dealt to a third top hand808 while a seven-clubs is dealt to a third bottomhand 810. Thus, thethird top hand 808 comprises jack-heart/three-clubs/two-spades. And thethird bottom hand 810 comprises eight-diamonds/six-spades/seven-clubs.According to standard poker rankings, the bottom hand has a higher rank(straight) than the top hand which has a poker rank of jack high. Thus,the bottom token would advance.

This method can continue until the game is over (e.g., one of the tokensreaches the finish line/area), or a predetermined number of cards havebeen used for each hand. For example, after poker hands of five cardsfor each token have been dealt, if there is still no winner, then thecards can all be removed and new hands can be formed all over againusing hands of one card each (and adding a new card for each stage asillustrated in FIG. 8). This method can be continued until there is awinning token.

A side bet can be offered on a poker rank of hands formed. For example atop poker hand side bet and a bottom poker hand side bet can be offered,and when the hands reach a predetermined number of cards (e.g., three),the side bets can be resolved based on ranks of the respective pokerhands. Table III illustrates one example of poker ranks (from highest tolowest) and exemplary payouts for three card poker hands. Of course,this table is just one example, and other ranks/payouts can be used aswell. The poker hand side bets can be placed on respective bettingcircles on the table layout and can be resolved at any appropriate timeduring game play.

TABLE III Hand Pays Straight flush 40 Three of a kind 30 Straight 4Flush 4 Pair 1

Thus, according to FIG. 8, a poker side bet placed on the top three cardpoker hand would lose while a side bet placed on the bottom three cardpoker hand would pay 4:1 (according to Table III). Typically, such sidebet(s) would be placed before any cards in the hands bet on are dealt orvisible, and can be resolved when the final number of cards is dealt forthe hand (e.g., three) or alternatively side bet(s) can be resolved whenthe overall game has ended.

It is further noted that the examples presented herein used two tokens(a top token and a bottom token). This was done for simplicity, howeverit can be appreciated that more than two tokens can be used (e.g., 3-10or more). In addition, instead of a linear playing field (where thetokens can only advance in one direction), nonlinear playing fields canalso be used where tokens can advance in different directions (e.g., twoor three dimensions).

FIG. 9 is a block diagram of hardware that can be used to implementmethods described herein, according to an embodiment.

A processing unit 900 can be a microprocessor and associated apparatus(e.g., cache, bus, etc.). The processing unit 900 can be connected to anoutput device such as a touch screen, CRT, LCD, speakers, etc. Theprocessing unit 900 can also be connected to an input device such as atouch screen, keyboard, buttons, computer mouse, etc. The processingunit 900 can also be connected to a network connection 906 which can bean adapter to connect the processing unit to a WAN, LAN, Internet, orany other computer communications network. The processing unit 900 canalso be connected to a RAM 908, a ROM 910, and a storage device 912which can read/write computer storage medium 914 such as CD-ROM, DVD,flash memory, etc. The processing unit 900 can also be connected to afinancial apparatus 916 which can be used to receive cash and convertthe cash into playable credits. The financial apparatus 916 can alsoconvert playable credits into cash, coins, tokens, or cashless ticketsat the player's request.

The many features and advantages of the invention are apparent from thedetailed specification and, thus, it is intended by the appended claimsto cover all such features and advantages of the invention that fallwithin the true spirit and scope of the invention. Further, sincenumerous modifications and changes will readily occur to those skilledin the art, it is not desired to limit the invention to the exactconstruction and operation illustrated and described, and accordinglyall suitable modifications and equivalents may be resorted to, fallingwithin the scope of the invention.

1. A method of conducting a wagering game, the method comprising:receiving an initial wager from a player on a chosen token out of two ormore participating tokens starting in a starting position; activating arandom number generator to determined a particular token to advance;advancing the particular token on a playing field; determining if atleast one of the two or more participating tokens has reached a finisharea on the playing field, and if not, then continuing the activatingand advancing, until at least one or more of the two or more availabletokens has reached the finish area; and if at least one of the two ormore participating tokens has reached the finish area, then determiningif the chosen token is a winning token which has first reached thefinish area, and if so, then paying the initial wager, otherwise takingthe initial wager.
 2. The method as recited in claim 1, furthercomprising: receiving a ties wager before the activating on a number ofties that will occur during play of the game, and after the game isover, resolving the ties wager based on a number of ties of tokenpositions that has occurred during play of the game.
 3. The method asrecited in claim 1, further comprising: receiving a position wagerbefore the activating on a predicted position of a losing token, andafter the game is over, determining if both the losing token lost thegame and if the predicted position of the losing token is equal to anactual position of the losing token at conclusion of the game, and ifso, then paying the position wager otherwise taking the position wager.4. The method as recited in claim 1, the method further comprising:receiving a mid-game wager on a predicted winning token after theactivating but before at least one token as reached the finish area, themid-game wager having a payout based on current positions of theparticipating tokens; and after at least one token has reached thefinish area, if the predicted winning token is the winning token thenpaying the mid-game wager using the payout, otherwise taking themid-game wager.
 5. The method as recited in claim 1, wherein the randomnumber generator deals a card associated with each token, and theparticular token is the token which has an associated highest rankedcard.
 6. The method as recited in claim 1, wherein the random numbergenerator adds a card to a hand associated with each token, and theparticular token is the token which has an associated highest rankedpoker hand, the poker hands formed using a different number of cards fordifferent activations of the random number generator.
 7. The method asrecited in claim 6, further comprising: receiving a side bet on a pokerrank of a poker hand associated with a selected token, side bet beingresolved based on a paytable and a rank of the poker hand associatedwith the selected token when the poker hand associated with the selectedtoken reaches a predetermined number of cards.
 8. An electronic gamingapparatus to implement a method of conducting a wagering game, theapparatus comprising: a processing unit to perform: receiving an initialwager from a player on a chosen token out of two or more participatingtokens starting in a starting position; activating a random numbergenerator to determined a particular token to advance; advancing theparticular token on a playing field; determining if at least one of thetwo or more participating tokens has reached a finish area on theplaying field, and if not, then continuing the activating and advancing,until at least one or more of the two or more available tokens hasreached the finish area; and if at least one of the two or moreparticipating tokens has reached the finish area, then determining ifthe chosen token is a winning token which has first reached the finisharea, and if so, then paying the initial wager, otherwise taking theinitial wager; and an output device to output results of the processingunit.